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Hiryu's movelist card from Marvel vs. Capcom 2

This subpage lists all of Hiryu's moves from the Marvel vs. Capcom series. The movelist has been largely unchanged since the first Marvel vs. Capcom, only receiving performance tweaks in Marvel vs. Capcom 2 and Ultimate Marvel vs. Capcom 3. Marvel vs. Capcom: Infinite made a number of changes to the movelist and included a few new techniques for the first time.

Command NormalsEdit

'Commando Normals or Unique Moves are basic techniques executed by a single direction+attack combination. They usually possess unique properties separating them from normal attacks.

SlideEdit

Slide (スライディング; lit. Sliding) is a quick low-hitting maneuver, where Hiryu does a flip forward and performs a quick sliding kick. The attack is fast and hits low, and can hit downed opponents.

Origin: The Slide attack is one of Hiryu's original techniques from the Arcade game, which Hiryu uses in most of his following appearances.

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Arch CutEdit

Arch Cut (斬り払い; lit. Cutting Sweep) is a basic move where Hiryu does a turning slash. Originally his Heavy Kick normal attack, it became a command move in Ultimate due to the new button layout.

Lateral SliceEdit

Lateral Slice is a new command normal introduced in Infinite. It has an airborne version called Aerial Lateral Slice.

Special MovesEdit

Special Moves are techniques and abilities with their own proprieties, used by a combination of several directions and an attack button. The strength of the attack button used (weak/light, medium and strong/heavy) often determines certain elements, such as the range or speed of the attack, without altering the technique itself.

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GramEdit

Gram (グラム) is a quick ranged attack. Hiryu does a horizontal Cypher slash with the reach of the plasma blade extended. Depending on the strength of the button used, the plasma blade can extend in front of him, half-screen or full-screen. Hiryu can also do it while airborne and while crouching. In Ultimate, the crouching variation is removed and the plasma edge is recolored blue, as a way to separate it from normal slash attacks. The move's animation is the same as his standing, crouching and jumping Medium Punch attacks.

Gram also appears as one of Hiryu's attacks in Namco x Capcom, Project X Zone 2 and the cancelled Capcom Fighting All-Stars, while the animation of the Charged Cypher technique from the 2014 Strider is modeled after Gram's.

Origin: The attack is named after the Gram, a mythical sword from Norse Mythology. The attack itself seems inspired by the Cypher Power-Up item in the Arcade game, which provides extended range for a limited time.

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Ame-no-MurakumoEdit

Ame-no-Murakumo (アメノムラクモ) is a dashing attack. Hiryu dashes forward and does a turning outward-leaning slash, using the same Heavy Kick/Arch Cut animation. The strength of the button used determines how far Hiryu sprints forward. Much like Gram, the plasma edge was recolored blue for Ultimate.

Ame-no-Murakumo also appears as one of Hiryu's attacks in Project X Zone 2 and one of the card skills in Street Fighter × All Capcom.

Origin: Named after the Kusanagi (Grass Mower) from Japanese folklore, whose real name is Ame-no-Murakumo no Tsurugi (Sword of the Gathering Clouds of Heaven).

ExcaliburEdit

Excalibur (エクスカリバー) is an aerial multi-hit attack. Hiryu does a flying dash in mid-air and slashes any enemy crossing his path. One can determine its direction (up or down) and angle by the attack button used, though Ultimate reduced most of the angle options.

Excalibur also appears as one of Hiryu's attacks in Project X Zone 2 and one of the card skills in Street Fighter × All Capcom, while Hiryu's sprite while doing the Hassou Jump is drawn based on Excalibur's pose.

Origin: Excalibur is the well-known sword wielded by King Arthur.

WarpEdit

Warp (ワープ) is a teleport move, which allows Hiryu to instantly move around the screen, with the height and position of his reappearance depending on the button used. In Ultimate, the technique was merged into Vajra (becoming Vajra's weak and medium strength variations) and the ability to determine height was removed.

This technique was meant to be part of Hiryu's moveset in Capcom Fighting All-Stars.

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VajraEdit

Vajra (ヴァジュラ) is an advanced teleport move. Hiryu teleports like normal, then three images of him appear in mid-air and perform a diving kick, converging on the spot. In Ultimate, Vajra is simplified slightly, and the weaker button variations become a simple teleport.

Hiryu and Hien both use it as a counter move in Namco × Capcom, it appears as a card skill in Street Fighter × All Capcom, and Hiryu performs the move as part of one of his combos in Project X Zone 2.

Origin: Named after an artifact from Hindu mythology.

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FormationEdit

The Formation (フォーメーション) set are three summoning techniques involving the Options. They are known as Formation A (divided into Formation A1 and Formation A2 in Ultimate), Formation B and Formation C, and each calls one of the Option robots to assist Hiryu in the fight.

In Infinite, Formation A1 and A2 have become Command Normals instead.

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  • Formation A1: Hiryu points forward and calls forth the Option B (Terapodal Robo-panther), which comes running across the screen and hits the enemy in its way.
  • Formation A2: Hiryu points forward and calls forth the Option C (Robot Hawk), which comes flying across the top-half of the screen, hitting an enemy in its path. This technique was first introduced in Marvel vs. Capcom 2.
  • Formation B: Hiryu summons an Option A (Dipodal Saucer), which remains floating next to him until it is used or Hiryu is hit.
    • Formation B (Shot) (フォーメーションB・シュート, lit. Formation B: Shoot): Repeating the move's command again sends the Saucer forward as a projectile engulfed in flames.
  • Formation C: Hiryu calls forth an Option C, which comes carrying a parachute bomb ready to be dropped at the enemy. The bomb can hit either on contact or on its way down. The strength of the button used determines how far or close to Hiryu the bomb is dropped.

Formation A1, A2 and B appear as part of Hiryu's combos in Project X Zone 2, while Formation A is a card skill in Street Fighter × All Capcom.

Origin: Mostly loosely based on how the Options work in the Arcade game, though Formation B and Formation C are entirely original in their function. The parachute bomb from Formation C is taken from an obstacle found in the second stage, Siberia.

Wall ClimbEdit

Wall Climb (壁張り付き, lit. Wall Cling) is a special stance technique, in which Hiryu jumps to either side of the screen and clings to it. During this stance, Hiryu can move up or down, dismount off the wall or perform 4 different moves:

  • Cypher Strike (サイファー攻撃, lit. Cypher Attack): Hiryu does a quick slash with his Cypher.
  • Jump Attack (飛び蹴り, lit. Flying Kick): Hiryu does a diagonal descending flying kick. In the first two games it was called Jimen ni Tobigeri (地面に跳び蹴り, lit. Jump Kick to the Ground).
  • Ladder Kick (下蹴り; lit. Lower Kick): Hiryu does a sliding heel strike downwards. Called the Sliding Kick (スライディングキック) in the previous games.
  • Wall Exchange (壁渡り, lit. Wall Transition): Hiryu launches himself towards the opposite wall. Called the Opposite Wall Switch (反対側の壁移動, lit. Opposite Sided-Wall Movement) in the previous games.
  • Cypher Lateral Slice: A new move introduced in Infinite.
  • Raikiri Slash: A new move introduced in Infinite.
  • Leaping Kick: A new move introduced in Infinite.

Origin: Based on one of the Arcade game's best known features: the ability to cling onto any wall or ceiling and move across it. The Wall Exchange would later be adapted into the Hasshou Jump in Strider 2. The Raikiri Slash refers to the Raikiri (雷切, Lightning Cutter), a famous sword wielded by the Sengoku era samurai Tachibana Dōsetsu.

Hyper CombosEdit

Hyper Combos are the strongest type of moves, requiring more complex button combinations and at least 1 level of the Super Meter. These are often more powerful than Special Moves, tend to last a bit more or being automatic after a successful hit. The strongest are usually Level 3, meaning it requires 3 levels of Super Meter instead of just one.

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OuroborosEdit

One of Hiryu's most well-known moves, Ouroboros (ウロボロス) has Hiryu summon two Dipodal Saucers to his aid, which start spinning around him rapidly. While in this state, both Saucers can damage on contact and shoot a ring laser whenever Hiryu attacks. Originally a Level 1 Hyper, Ultimate turned Ouroboros into a Level 3 Hyper Combo, while making it faster and stronger than the old version, but at the cost of the chip damage the projectiles can inflict.

Ouroboros is featured as part of Hiryu's Special Move in Project X Zone 2 and one of the card skills in Street Fighter × All Capcom. How the Option A summon functions in the 2014 Strider was also inspired by this move.

Origin: Named after the symbol of eternity. While Ouroboros is also a stage boss in the Arcade game, the attack is likely named after the circular/looping movement the Saucers do. The way the Saucers function in this Hyper closely mimics their use in the Arcade game, with both moving around Hiryu and shooting whenever he attacks.

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LegionEdit

In Legion (レギオン), Hiryu summons several robot panthers and hawks, all of whom rush across the screen hitting the opponent on their path. The technique is fast and easy to follow-up, but in contrast has low damage output. In Ultimate, Legion is made both faster and able to cover more screen space.

Legion is referenced as a skill name in Namco × Capcom, and was later used as part of Hiryu's Support Attack in Project X Zone 2.

Origin: Named after a group of demons from the Bible.

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RagnarokEdit

Hiryu's cinematic Hyper Combo, Ragnarok (ラグナロク) became his second Level 3 in Ultimate. Hiryu dashes forward and tries to grab the enemy. If successful, the enemy is thrown up into the air, where several Hiryu images attack with quick dashing strikes before finishing with three images converging for a final cross slash, the enemy finally hitting the ground behind Hiryu as he lands. In the previous two games, the technique finished with a Vajra kick, with Hiryu appearing besides the fallen enemy just as it hit the ground.

Ragnarok appears in Namco × Capcom as Hiryu's Special Move, and returns (updated to its Ultimate version) as the final part of Hiryu's Special Move in Project X Zone 2. A watered-down version was also seen as his Level 3 Super Art his moveset in Capcom Fighting All-Stars and as a card skill in Street Fighter × All Capcom

Origin: Named after the Ragnarok, a series of events in Norse Mythology said to foretold the end and rebirth of the world.

BrionacEdit

Brionac is a new Hyper Combo introduced in Infinite. An air-only technique, Brionac consists of a quick multi-directional slash attack in which Hiryu spins around at high speed while in mid-air, generating blade slashes in quick succession appearing all around him. The move is intended as an Hyper Combo ender for aerial combos, something Hiryu lacked in previous games.

Origin: "Brionac" is a name allegedly ascribed to Lugh's infallible spear from Celtic mythology. The name, however, appears primarily in Japanese pop culture, with little if any reference on western sources. The move itself is inspired by the Savage Slash, a technique of Hiryu from Strider 2.

Other AnimationsEdit

MovementEdit

AttacksEdit

ReferencesEdit

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